September 3rd, 2024 Patch note
-Fixed a bug where game can be resumed when player is required to make a choice first. -Increased font size for readability when looting or shopping. -Fixed end game stats localization.

Developer posts and news about this game.

-Fixed a bug where game can be resumed when player is required to make a choice first. -Increased font size for readability when looting or shopping. -Fixed end game stats localization.

-Added 3 weapons -Kingbar - Wukong gifted us one of his arsenals. -Frying spoon - Potatoes are definitely scared of this thing. -Nunchuck - "Be water, my friend."

-Fixed a bug where reward interactions are disabled

-Added controller support -UI -Completely reworked code logic -Added dialogue system to random encounters, Merchant now has the "shop" and "enhance" options separated for clarity -Added indicators for random encounters, reward drops, etc. -Added "Controls" option in the title scr

Hello everyone! We have planned a major update for SVSV in approximately two weeks! The new version will not only feature a significant visual upgrade but also offer more engaging and diverse gameplay. A more detailed update note will be posted along with the update when they are

Updated in-game logo Added some game performance improvement changes

Adjusted game lighting, made game overall slightly brighter Lowered the amount of effect particles spawn when flamethrower attacks Updated map1 ground guiding text

Adjusted monster spawn logic Fixed a bug where normal monsters will stop spawning for several minutes Disabled collision between monsters Befian base defense changed to 7(10)

Fixed a bug where monster colliders still trys to calculate when game is paused Another attempt to fix the issue with duplicate relic drops

Added a spawn limit to normal monsters Iron Guard defense lowered to +3(5) per rank tag 6 set effect lowered to 120%(150%)

*numbers in brackets indicate values before this update -Added difficulty to maps, each difficulty now unlocks a new weapon, this totals to 9 new weapons -Map 1 mob health and attack relatively scaled to how map3 used to be -Buffed boss health and attack -Player hit interval chan

Fixed a visual bug where enemy projectiles are flattend Adjusted passive art so they no longer intersect with rank indicators Updates might slow down while we are working on new contents as they take longer than one day to implement, thank you for understanding

Changed visuals for tag effect, and it now has a maximum limit of 20 active at once Fixed an issue where physics calculation are not paused when pausing the game (when an UI is active), which would cause significant stutter to the whole game's visuals Fixed an issue where echoed

We are making the following changes based on recent feed back: -Melee weapon base damage increased by 30%, also adjusted some melee weapon's attack animation -Minimium time interval for player to take damage changed to 0.3 seconds, 0.2 previously -Removed base stat tag rolls from

Fixed a bug where all boss bars disappears on first boss death Fixed a shop enhance display error after exiting shop enhance > anvil enhance > revisit shop enhance Adjusted visuals, brightened up and lowered saturation on background elements, changed level lighting to back

-Thunder Strike internal cd changed to 0.2(previously 1)second -Re-built exp drop system, exp nodes no longer merge, larger nodes will drop as game time progresses, this should be a significant performance increase -While this will momentarily be the last major performance patch

Fixed a bug where Spin's Shuriken Mastery would not spread out while spinning Coffee now collects Salt Gem as well tag effect internal cooldown reduced from 0.6 to 0.2 seconds We are still monitoring a memory leak issue and are actively looking into the cause, please let us know

tag set effect optimized for performance, base proc chance increased by 10% Thunder Strike passive proc chance changed to 1%, 3%(previouly 2%), and 6%(previously 3%) at corresponding ranks Tag now only effects weapon cooldown, this is to fix an issue where passive effects would s

Adjusted spacing of visual assets in maps 1, 2 and 3 Magon Frost Nova base size significaly increased by about 230% Magon Magic Bubble duration changed to 5 seconds(previously 1.5), damage blocked changed to 20(15), 35(25), 50(40) respectively to rank Magon Thunder Strike optimiz

Greatly reduced game file build size(2.9G --> 90MB), hopefully this will reduce memory cost at runtime to help with performance